Am 23.04.2012 04:54, schrieb Wang Rui:
Hi Daniel and Robert,

Yes, TSM was only an idea in my mind before and not implemented in the submitted code, and now it is already kicked out of my mind. :-) I'm considering TSM before because current PSM method (I think it is LiSPSM, isn't it?) has

Current implementation contains a PSSM implementation which could improve the shadow appearance a lot in large environments. VSM is also included but it seems not work even for some very simple scene (e.g. the osgshadow example works with VSM with the argument "-3", but not "-1" and "-2"). I'd like to consider fix the problem or use some better methods like ESM later.

There are still something in my TODO list for VDSM:
1. Implement a usable VSM/ESM technique.
2. When setDebugDraw(true) set, create a HUD window showing each shadow map textures; and a geometry which tells the position of the light frustum. To be honest, I don't know what current debug drawing shows and how it could help debug the program. 3. Support outputting the shadow map textures and matrices to user applications, with which we could add VDSM results to customized deferred shading pipeline.
I'd really like to see that last part. Currently I'm really struggling with shadow mapping in a deferred setup, as the current shadow mapping implementations don't directly give access to the shadow camera information and the appropriate matrices.

cheers
Sebastian

Any suggestions about that?

Cheers,

Wang Rui


2012/4/21 Daniel Schmid <[email protected] <mailto:[email protected]>>

    Hi Robert

    I verified the submission submitted by Wang Rui in one of our
    current projects, there is a great addition of convenience and
    improvement.
    I use it with very large paged terrain and it works great.

    TSM was only an possible extension Wang thought of adding at a
    later point in time. In the current submission there is no patent
    issue, so please consider the code.


    Thank you!

    Cheers,
    Daniel

    ------------------
    Read this topic online here:
    http://forum.openscenegraph.org/viewtopic.php?p=47183#47183





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